Scott and George "Duke" it Out!


The seed was planted 15 years ago in a smoky video game arcade in Texas. Now, in 1996, George Broussard and Scott Miller have cultivated one of the most triumphant computer game companies to date: Apogee Software, and their newest firm, 3D Realms Entertainment. This dynamic duo of interactive entertainment have had their names attached to hit products such as Wolfenstein 3D, Commander Keen, and their latest whiz-bang computer game, Duke Nukem 3D.

Have you ever downloaded a trial version of a game from the Internet? If so, you have Apogee to thank: They created and mastered the shareware marketing method, a revolution for the entire interactive industry. But the so-called "kings of shareware" are often overshadowed by fellow shareware gurus id Software, creators of Quake and Doom. There's no such rivalry between the two firms as often reported in the press, but there's truth in the statement that both Texas byte-houses are devoted to quality. And quality is a long-standing motto at 3D Realms, only further enhanced by their recent successes in 1996.

Amid the release of 1996's best selling computer game, the buff 3D action title Duke Nukem 3D, the launch of id's Quake, and the impending releases of 3D mortars Shadow Warrior and Prey, both Scott and George granted a rare interview to GameSlice Weekly where no questions were off limits. Why are developers leaving the company? Why is Prey now releasing in 1998? 3D Realms' icons discuss the plot curve of their two companies; have they hit their climax, or are they still climbing the digitized mountain of success?

Here are just a few of the 30-odd questions we posed to Scott and George: 

GSW: With the success of Duke, has there been one purchase (i.e. a car, etc.) that either of you have made that really made you feel like you had earned your success? For id, a Ferarri equaled success, but for 3D Realms?

Scott: No. George and I went through our big buying phase back when Wolfenstein 3D was the "big hit" of 1992, and we bought nice houses and cars. When you have everything you want already, there's nothing much to do with extra money except reinvest it back into the company, which is what we're doing. Todd Replogle, Duke's lead programmer, bought a black Ferarri after trading in his Viper, though. And Allen Blum, Duke's lead mapper and Asst. Designer, bought a bright red Mazda RX/7.

George: I think to some extent we're beyond the doing this for money point. Sure, the money is great, but we also think we have something to prove, and just want to make hit game after hit game. I think that's what drives us all the most: Making great games. I have no doubt that a lot of the Duke team will be buying more "stuff" now though.

GSW: Did you expect Duke Nukem to do any worse than it has? When it went out the door, did you know that it would be a huge hit?

Scott: We thought it'd be a top 10 game for certain, but it surprised us by rocketing to #1 and staying there for so long. It has out-sold our expectations by a factor of two or three.

George: We knew Duke was going to be big. <pauses> Maybe. To tell you the truth, by the end of the game's development cycle, we were all so burnt out, we had no objectivity left. We just let it go, knowing it was a cool game to us and did more than any other 3D game out there. We hoped players would flock to it, and they did. I think we're a little surprised at the game's staying power. We half expected people to drop it when Quake came out, but it just goes to show that engine superiority isn't everything. Duke still does things other 3D games don't and that's all that matters to the players.

GSW: What can you tell us about the next Duke Nukem game? Can we expect a sequel for Holiday 1997?

George: There will be a sequel to Duke Nukem 3D. We are deciding now what technology we will use. It is likely we will do one more 25-30 level game with an improved Build engine. Possibly with polygon characters, but we are still in the fact finding stages. I do expect to be in full production in a sequel to Duke by Xmas 1996.

Scott: Geoff, we are also making Duke Nukem Forever, which will be out next Christmas for sure. DN Forever is not a sequel though, rather it's simply another episode in the life of Duke, just like each episode of Star Trek is not a sequel to the previous episode.

DN Forever will be a side-scrolling platform game similar to the original two Duke games, but with far better technology and graphics. We're using the same Duke model from Duke Nukem 3D and adding dozens of new frames. Duke will climb chains/poles, ladders, walk hand- over-hand along wires and pipes, do midair flips and ride several vehicles, including a jet ski and a Harley.

The graphics will be very realistic and dark in style, and not cartoonish like the first two Duke platform games. Duke will have several familiar weapons, like the shotgun, RPG and Ripper, plus several new weapons. And, of course, he'll have his legendary
attitude and Duke Talk(tm). <smiles> (The (tm) is a joke, by the way. <laughs>)

GSW: id Software called Quake a "Ferrari," and said the interactive nature of Duke is akin to "vanity mirrors" and "cup holders" in a car. Do you agree with that assessment of your product?

George: id can call Duke what they want to, but I see Duke as a Lamborghini <smiles>. It has raw power and speed, plus all the amenities that a Ferrari doesn't. I see no reason why a game can't have it all. Why limit yourself?

Scott: Whether I agree or not is not that important. All you need to do is read the Internet newsgroups to see that most players love the interactive environment in Duke. I hope id keeps their philosophy and leaves this style of gameplay for us to exploit by ourselves.<grin>.

GSW: John Romero recently left id, and I know both of you are good friends with him - in fact Tom Hall, a former 3D Realms employee, is now working with John at ION Design. Do you think Romero departure from id will negatively affect their output and quality in the future?

Scott: I don't see how it can't affect id's future games. He was the heart of those games, and made sure they were finely polished and perfected. It's as if the Beatles lost Paul--can they still be the same in the future? I don't see how, but then id has surprised me many times before. I wish them good luck.

George: Also, I think John left because he "couldn't" effect games at id anymore, or else he likely wouldn't have even left.

GSW: If you were to put 3D technology and gameplay on a see-saw, in order to create the perfect game, which side would have to be heavier - and no, they can't be equal in weight <smile>.

Scott: On a scale, technology gets 30% and content gets 70%.

George: I think content and gameplay are way more important than technology. Look at Duke and Quake. By all rights, Duke should have been crushed by Quake's better engine, but no, Duke happily moves along at the top of games on the market today. So I think the bottom line is that gameplay can save a game, regardless of technology. But if you have great technology and crappy gameplay, you are dead in the water.

GSW: id said that Hipnotic Interactive, the team that is currently creating a Quake add-on pack, is comprised of the best developers
"3D Realms had," who left your company in August. Were these developers the cream of the crop at 3D Realms?

George: I have to laugh at the statement that they were the "best talent". <laughs>. What a joke. The Duke team produced the biggest 3D game of 1996, so I'd have to say they are in the running for the "best." The guys that left were talented, but easily replaced. We've already hired two new mappers and a new Prey producer. We have several hot technology programmers coming in for interviews over the next few weeks as well. All in all, we're a lot more happy now, and the rest of the company is more happy, without the "boat rockers."